scholarly journals Irregular Morphing for Real-Time Rendering of Large Terrain

Author(s):  
Sid'Ali Kalem ◽  
Assia Kourgli

The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.

Author(s):  
Sid'Ali Kalem ◽  
Assia Kourgli

The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.


Author(s):  
Daiki Matsumoto ◽  
Ryuji Hirayama ◽  
Naoto Hoshikawa ◽  
Hirotaka Nakayama ◽  
Tomoyoshi Shimobaba ◽  
...  

Author(s):  
David J. Lobina

The study of cognitive phenomena is best approached in an orderly manner. It must begin with an analysis of the function in intension at the heart of any cognitive domain (its knowledge base), then proceed to the manner in which such knowledge is put into use in real-time processing, concluding with a domain’s neural underpinnings, its development in ontogeny, etc. Such an approach to the study of cognition involves the adoption of different levels of explanation/description, as prescribed by David Marr and many others, each level requiring its own methodology and supplying its own data to be accounted for. The study of recursion in cognition is badly in need of a systematic and well-ordered approach, and this chapter lays out the blueprint to be followed in the book by focusing on a strict separation between how this notion applies in linguistic knowledge and how it manifests itself in language processing.


Sensors ◽  
2021 ◽  
Vol 21 (12) ◽  
pp. 4237
Author(s):  
Hoon Ko ◽  
Kwangcheol Rim ◽  
Isabel Praça

The biggest problem with conventional anomaly signal detection using features was that it was difficult to use it in real time and it requires processing of network signals. Furthermore, analyzing network signals in real-time required vast amounts of processing for each signal, as each protocol contained various pieces of information. This paper suggests anomaly detection by analyzing the relationship among each feature to the anomaly detection model. The model analyzes the anomaly of network signals based on anomaly feature detection. The selected feature for anomaly detection does not require constant network signal updates and real-time processing of these signals. When the selected features are found in the received signal, the signal is registered as a potential anomaly signal and is then steadily monitored until it is determined as either an anomaly or normal signal. In terms of the results, it determined the anomaly with 99.7% (0.997) accuracy in f(4)(S0) and in case f(4)(REJ) received 11,233 signals with a normal or 171anomaly judgment accuracy of 98.7% (0.987).


2020 ◽  
pp. 1-25
Author(s):  
Theres Grüter ◽  
Hannah Rohde

Abstract This study examines the use of discourse-level information to create expectations about reference in real-time processing, testing whether patterns previously observed among native speakers of English generalize to nonnative speakers. Findings from a visual-world eye-tracking experiment show that native (L1; N = 53) but not nonnative (L2; N = 52) listeners’ proactive coreference expectations are modulated by grammatical aspect in transfer-of-possession events. Results from an offline judgment task show these L2 participants did not differ from L1 speakers in their interpretation of aspect marking on transfer-of-possession predicates in English, indicating it is not lack of linguistic knowledge but utilization of this knowledge in real-time processing that distinguishes the groups. English proficiency, although varying substantially within the L2 group, did not modulate L2 listeners’ use of grammatical aspect for reference processing. These findings contribute to the broader endeavor of delineating the role of prediction in human language processing in general, and in the processing of discourse-level information among L2 users in particular.


Author(s):  
Tiantian Xie ◽  
Marc Olano ◽  
Brian Karis ◽  
Krzysztof Narkowicz

In real-time applications, it is difficult to simulate realistic subsurface scattering with differing degrees translucency. Burley's reflectance approximation by empirically fitting the diffusion profile as a whole makes it possible to achieve realistic looking subsurface scattering for different translucent materials in screen space. However, achieving a physically correct result requires real-time Monte Carlo sampling of the analytic importance function per pixel per frame, which seems prohibitive to achieve. In this paper, we propose an approximation of the importance function that can be evaluated in real-time. Since subsurface scattering is more pronounced in certain regions (e.g., with light gradient change), we propose an adaptive sampling method based on temporal variance to lower the required number of samples. We propose a one phase adaptive sampling pass that is unbiased, and able to adapt to scene changes due to motion and lighting. To further improve the quality, we explore temporal reuse with a guiding pass prior to the final temporal anti-aliasing (TAA) phase that further improves the quality. Our local guiding pass does not constrain the TAA implementation, and only requires one additional texture to be passed between frames. Our proposed variance-guided algorithm has the potential to make stochastic sampling algorithm effective for real-time rendering.


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